Had a relaxing jaunt through this server last night, I gotta say it's pretty great. The train system is elaborate and there are a lot of nice builds to see. I liked the water pyramid, and the lighthouse was nice, and the big tetris monument on Alexey Pajitnov street was excellent. Occasionally a train would dump me on the tracks and I'd have to log out and back in to continue, causing me to miss a stop, and some of the stops lack for adequate signage, but these were minor hiccups. (I also got to ride the world's worst roller coaster, at 1887.8 13.5 21. That guy's whole area looks like a dwarf fortress forum-based succession world a la Boatmurdered, which was amusing in its own way)

Trains are mostly not running, due to a bug in advtrains allowing low-privilege players to do nasty stuff to trains. Now, at least Driver stand accesses and Couplings get logged, so we know who it was.

I'll describe here my big machine. Please, don't say that it causes lag unless you have a solid proof (and fully understand what it does). Currently there are no public visitations, ask me if you want to visit. Moderators can visit freely of course :)

I call it Programmable Crafting Line

The programmable crafting line is a universal machine that can be configured to craft various items. The recipes can use up to 8 crafters, 4 furnaces, 4 grinders, 4 compressors, 2 extractors and 2 alloy furnaces. There are 4 chests those can be used for input or output and 4 slots for additional machines. It is good in that it can be configured to do a lot of things and the configuration can be changed quickly without any extra resources needed. On the other hand, it is slower because the items have to pass through long pipes.

The machine consists of six floors. Each floor is a grid that has 8 input lanes and 8 output lanes. The input and output lanes are connected by valves. The valves are open or closed, depending on which machine the items should go in. Each item comes into an input lane, then to a chosen output lane and then into a machine that is on the end of the output lane. Each machine injects its results into the corresponding input lane in the next floor. The machines in the floor 4 inject their results into the floor 1. There is a poster that says which output lanes correspond to which machines.

Floors 5 and 6 are used for interconnecting. All output lanes 4 and 8 in floors 1-4 are connected with floors 5 and 6. These connections are multiplexed to save space. The items travel in both way and they are demultiplexed when arriving to either floors 1-4 or 5-6. There are input/output chests and additional machines connected to floors 5 and 6. These floors can be also used for transporting items across the floors. There is a poster that says which lanes are connected.

Whole machine is configurable by digilines. There is a lua controller for each two valves but they only work like demultiplexers. They only open or close the valves when a configuration signal comes. Each floor is configured by an array of 8 integers, where integer at position i says which output lane is chosen for input lane i. The crafters are configured by a set where there is a craffting recipe for each crafter. The names of the crafters are the same as their channels, which are written on a poster. The chests can be configured, which are for input and which are for output. It's done by an array of 4 booleans, where boolean i says whether chest i is for input. All of these are wrapped into one message that configures whole the machine.

The recipes don't have to be programmed each time again. There is a controller which has a database of recipes. There is a numpad, which can be used for choosing the recipe from the database. There are not many recipes so far but others might come.

And an important notice: All these lua controllers don't run permanently. They run only when the configuration is being changed, which doesn't last more than a second.

Apropos breaking railways...The South Forest Island Shuttle can fly over holes and works like a charm!(what you can not tell from the main subway iines :/ esp. 1/4 still tend to get stuck somehow)@gpcf, please deploy poshud, for lag display

Lua is great!List of my modsI like singing. I like dancing. I like ... niyummm...

ProjectXMark1 wrote:I'm new to Minetest, and I'm trying to join this server, but I am getting this message back when I try to connect:

An error occurred:Access denied. Reason: Too many players are online right now. Please rejoin at a less busy moment

The server doesn't look full on the menu, just under 9/15 online. Is this odd?

When the server has a lot of connected players, it temporarily stops registering new players. Which means it will allow to connect with an existing username and password, and disallow connection with a username it has never seen before.

Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation

ProjectXMark1 wrote:I'm new to Minetest, and I'm trying to join this server, but I am getting this message back when I try to connect:

An error occurred:Access denied. Reason: Too many players are online right now. Please rejoin at a less busy moment

The server doesn't look full on the menu, just under 9/15 online. Is this odd?

When the server has a lot of connected players, it temporarily stops registering new players. Which means it will allow to connect with an existing username and password, and disallow connection with a username it has never seen before.

Ah, I see. Makes some amount of sense, if a bit heavy-handed as a means of keeping the server from being overloaded.

EDIT: What is the limit on when it stops registering? Server stills seems too busy for me to join at present.

We have decided to deploy the in-development version of advtrains, the so-called tss branch, on the server this week. The Linuxworks Server will act as a "public beta" this way. If tss proves to work properly even on the high load that this server imposes due to the impressive number of railways, I will officially release it as the new stable advtrains version.

This means that we will be able to equip the main railway lines with interlocking, which will in the end finally allow us to use them with multiple trains without conflicts.

In the following weeks, I will do some minor additions to the mod that allows basic automatic route setting and simple stops based on the "line" and "routing code" properties (detailed explanation follows in advtrains). Once that is done, we will successively re-deploy the long-distance railway lines, after more than 1 year of downtime.

Lua is great!List of my modsI like singing. I like dancing. I like ... niyummm...

Railway network maps of the server (generated via advtrains_netmapper) are now available athttp://advtrains.bleipb.de/linuxworks/mapsAll SVGs are maps of all existant rails on the map, except for lw_mainlines_map.svg, which is a labeled map of only the mainlines.It is recommended to open those files in inkscape or another editor which allows to zoom arbitrarily near. The lines are drawn very small compared to the image size.

Lua is great!List of my modsI like singing. I like dancing. I like ... niyummm...

orwell wrote:Railway network maps of the server (generated via advtrains_netmapper) are now available athttp://advtrains.bleipb.de/linuxworks/mapsAll SVGs are maps of all existant rails on the map, except for lw_mainlines_map.svg, which is a labeled map of only the mainlines.It is recommended to open those files in inkscape or another editor which allows to zoom arbitrarily near. The lines are drawn very small compared to the image size.

On the colored mainline map (which doesn't have subways, lw_mainlines_map.svg), some of Stallmangrad subway lines are shown and colored as green.

Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation

This is my proposal for future long-distance train routes on the server. It is here to be discussed and improved. It should not be seen as a final decision.

http://advtrains.bleipb.de/linuxworks/maps/lw_ldr.pngE1 - Personhood <> Melinka Town via Spawn, Mom JunctionPH<>Spawn every 5 minutes, then every second train proceeds to Melinka Town while the other terminates at Euler Street (which results in a train towards Melinka Town every 10 minutes)

E2 - Origin <> Stallmangrad via Spawn, South ForestTimetable aligned to E1 so that departure times of E1 and E2 at Spawn Main Station differ by 2:30, to allow transfer between both lines

S7/S8 - Connecting to E1 from/towards Spawn, alternating between S7 and S8 (results in targets Eden and Shanleiie Park being reached every 20 minutes)Planned transfer at Wolf Rock for the other direction if demand should increase.

S12 - Lusin Street <> StallmangradThe E1 and E2 lines don't stop at most of the intermediate stops on the respective routes. This train stops everywhere. Departs every 10 minutesTimetable is aligned as follows:At Spawn Main Station, arrives slightly earlier than E1, E1 overtakes and S12 departs behind E1At South Forest, arrives slightly earlier than E2 and is overtaken.The additional stops on the Spawn<>South Forest line should approximately make up 2:30 difference.This is probably the most sophisticated timetable alignment...

In this scheme, I omitted all of your lines, because I don't know what your plans with those are. But right, the Oasis track is missing, but that would belong to Smacker too (extension of SM1)I could assist you if you should plan to operate your lines with interlocking too.

Lua is great!List of my modsI like singing. I like dancing. I like ... niyummm...